Pac-Man 2 The New Adventures
Pac-Man 2: The New Adventures, known in Japan as Hello! Pac-Man (ハロー! パックマン?), is a side-scrolling adventure game sequel to Pac-Man. Instead of being a maze game like the majority of its predecessors, Pac-Man 2 incorporates light Point-and-click adventure game elements. It was produced and published by Namco for the Super Nintendo Entertainment System (SNES) and Sega Genesis/Mega Drive systems, and was released on April 6, 1994 by Namco. The game borrows its structure and certain elements from Pac-Land, and also appears to contain certain elements from the animated series, such as Pac-Man's family and a main villain commanding the ghosts.
Identifier sg_Pac-Man_2_The_New_Adventures_1994_Namco_USMediatype softwareScanner Internet Archive Python library 0.5.2Publicdate 2014-05-06 03:20:20Addeddate 2014-05-06 03:20:20Emulator_ext binEmulator genesisCreator NamcoDate 1994Year 1994Backup_location ia905807_15Language English
The Japanese Mega Drive version was later reprogrammed by Compile.
Pac-Man 2 carries a style of gameplay similar to that of traditional Point-and-click adventures, but with a few key differences that set it apart from other games in the genre. Unlike most Point-and-click adventures where the player can interact with the environment via various commands, the player has no direct control over Pac-Man, who moves and interacts with the world, characters, and even the player on his own. The only command that can be given is by the "Look" button, which makes Pac-Man look or turn in whichever direction is held on the control pad. The player instead takes the role of an observer, and, instead of directly interacting with the world by a standard click interface, is armed with a slingshot that can be used to indirectly affect or strike objects in the world, including Pac-Man himself.
Pac-Man 2's puzzles also depart fron the standard mold of inventory, logic and physics puzzles typical of most point-and-clicks. Instead, in a novel concept, solutions to puzzles often depend on using Pac-Man's wildly different moods. Pac-Man's mood can change in response to what he encounters in his environment, or the actions the player takes; For example, shooding down an apple for Pac-man to eat will make him happier, whereas shooting him on the head will gradually enrage him. There are other moods as well, such as depression and fear, and these moods often have varying intensities. Making Pac-Man too happy, for example, will cause him to become haughty, which makes him braver, but also ruder and less cooperative. While often, negative moods will make progression difficult and can be difficult to change, sometimse these moods can be needed to progress in the game. Throughout the game, Pac-Man is occasionally harassed by Inky, Blinky, Pinky, and Clyde, four recurring ghosts in the Pac-Man series. When he encounters them, Pac-Man becomes paralyzed by fear and eventually faints, unless he is fed a power pellet by the player, of which 3 can be held at a time. If he eats one, Pac-Man becomes Super Pac-Man for a brief time and flies across the screen, eating any ghosts he sees. In some cases, the ghosts may be guarding important objects needed to progress.
In addition to the regular gameplay, there are certains sections of the game where Pac-Man is in a hang glider or a minecart, and the player must keep Pac-Man from crashing into obstacles or ghosts. These and other parts of the came are focused more aon action and reflexes, and require good use of the slingshot to keep Pac-Man alive.
After an introductory sequence in which Pac-Man introduces himself and the game's mechanics to they player, the plot then follows Pac-Man's various misadventures as he sets out to complete tasks for his family, while the ghosts and their mysterious leader plot to destroy him. Pac-Man's first quest is to find milk for his hungry daughter Pac-Baby. Some time after, Pac-Man is asked by Ms. Pac-Man to pick a special flower for Lucy, a friend of Pac-Jr's, for her Birthday. Pac-Man gets a trolley ticket and ventures into the nearby mountains to find the flower, hang gliding and dodging ghosts and boulders to get there. Wben he gets the flower, only to find out that the party has started without him, and Lucy already has a flower. Sometime after, Pac-Jr come home crying, and tells his dad that his guitar had been stolen by ghosts while he was in the city. So Pac-Man gets a train ticket and travels to the city, takes on balloons and disgruntled security guards to get the guitar back. In the final segment of the game, Pac-Man watches a news segment in which the ghosts are stealing gum from children all over the city, when the Ghost Witch of Netor takes over the broadcast and tells Pac-Man that her Gum Monster is nearly complete, and that he must face her. He sets off to work his way through the abandoned factory where the monster is being created. The game culminates in a final battle between Super Pac-Man and the Gum Monster. After defeating it, the Ghost Witch and her minions flee, Pac-Man is congratulated by the town and his family as a hero, except for that he didn't save their ABC gum.